|
|
« Reply #14025 on: April 21, 2013, 03:31:29 PM » |
|
Awwww yiss. Happy to be of service.
|
|
|
Logged
|
Muslims are literally murderers
|
|
|
|
|
|
« Reply #14026 on: April 21, 2013, 03:32:49 PM » |
|
Also, what do you mean by "use fur?"
exactly what the phrase says are you being literal??
if you are: how else did you figure out that info on the SWF thread... you told me that the unknown offsets were for fur and something else
if there's no known MDL0's, how do you know about it then??
...I have... sources...
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #14027 on: April 21, 2013, 03:42:55 PM » |
|
exactly what the phrase says ...I have... sorcerer... sorcerer? I didnt believe you believed in magic *snort snort* but can I has some box of cupcakes?
|
|
|
Logged
|
Stupid Tinypic :C
|
|
|
|
|
|
« Reply #14028 on: April 21, 2013, 04:11:29 PM » |
|
...I have... sources... WHAT!?!?
Who in the heck?? ... Who in the heavens??
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #14029 on: April 21, 2013, 05:10:28 PM » |
|
lol Ok so I just came to realize that I'll have to regenerate object primitives if influences are going to be editable. That'll be a pain in the ass since a group of primitives can only use up to 10 different influences for every vertex; it was annoying enough grouping primitives for model imports because of this. I also have to recreate the vertex sets and re-link indices in the object primitives if any influences are converted from multi-bone to single-bone or vice versa. Bad news: Vertex weighting tragically won't be in v0.68. Good news: Vertex moving still will be and the release will be very soon now.
|
|
« Last Edit: April 21, 2013, 05:52:07 PM by BlackJax96 »
|
Logged
|
|
|
|
|
|
|
« Reply #14030 on: April 21, 2013, 06:07:26 PM » |
|
well, I'm not entirely sure, but something's telling me that's not fur data...
I don't recall partical systems using vertex positions or layering info :/
you sure that ain't curve data??
... whatever, I won't question it really because I don't know partical systems too well...
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #14031 on: April 21, 2013, 06:13:21 PM » |
|
I am beyond 100% sure it's fur data.
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #14032 on: April 21, 2013, 06:23:34 PM » |
|
Wow, very soon, huh? I'm stoked. I'm in no hurry to have vertex weights editable, but RSAR, that's a whole different ball game.
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #14033 on: April 21, 2013, 06:31:34 PM » |
|
I am beyond 100% sure it's fur data.
KK like I said, I won't question as I don't know enough...
however, could you link me to your sources plox
EDIT: also... can you at least help me understand how brbx stores the model data internally :/
like, are the vertices stored in arrays or arranged class instances??
eg: class primitive: def __init__(self): self.type = TRIANGLES #facepoints here self.next = primitive() self.prev = primitine()
#used as: p = primitive() while p.next != None: #read primitive data p = p.next #continue to the next class instance
^does brbx use that?? or something else??
|
|
« Last Edit: April 21, 2013, 06:43:24 PM by DarkPika »
|
Logged
|
|
|
|
|
|
|
« Reply #14034 on: April 21, 2013, 06:34:57 PM » |
|
could you link me to your sources plox I was told not to share them with anyone. Sorry :L
|
|
|
Logged
|
|
|
|
|
|
|
|
« Reply #14036 on: April 21, 2013, 06:50:15 PM » |
|
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #14037 on: April 21, 2013, 08:16:18 PM » |
|
I want to find whoever told you not to share the info, and I want to officially slap them in the face. why should this gem of information be hidden away so noone can see, or learn from it I mean... it's not like a group of 8 to 10 people AREN'T working to fully figure out the format.
if one things for certain, I HATE being kept in the dark when it comes to good knowledge.
- not sharing knowledge as to how you did something makes you greedy. - classifying yourself makes you a coward.
just to note, that's not directed at you BJ I'm hoping the dude who told you will run across this post.
Post Merge: April 21, 2013, 08:42:31 PM hey BJ here's an idea for ya:
instead of brbx only being able to load 1 file at a time, have it support multiple files
that way you could open the model archive, the animations archive, and the logic archive, and have the models from everything show up in the previewer, along with the animations and logic already pre-loaded
would that be easy to implament?? or does brbx have to completely clear it's internal memory before loading the new file??
|
|
« Last Edit: April 21, 2013, 08:42:31 PM by DarkPika »
|
Logged
|
|
|
|
|
|
|
« Reply #14038 on: April 21, 2013, 09:17:50 PM » |
|
hey BJ here's an idea for ya:
instead of brbx only being able to load 1 file at a time, have it support multiple files
that way you could open the model archive, the animations archive, and the logic archive, and have the models from everything show up in the previewer, along with the animations and logic already pre-loaded
would that be easy to implament?? or does brbx have to completely clear it's internal memory before loading the new file??
I was actually also thinking about this the other day. If there could be a simple "container" that could hold ALL the files for a character (Say, the essentials: A 00 costume, a movesetPac, and a MotionEtc) and be able to dump them all out on command would be super dandy. Maybe call it a .brbx, haha. Still though, just file that in the "if I feel like it lol" folder. It's not like we just can't deal with it or something.
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #14039 on: April 21, 2013, 09:33:47 PM » |
|
Brawlbox can already open multiple model files along with animations and a PSA in the model viewer. Ikarus is gonna have an option to just open the whole freaking root folder of all the Brawl files anyway so there you go. Opening multiple files in the main program is unnecessary as you can just open multiple Brawlbox instances.
|
|
|
Logged
|
|
|
|
|
|